Two stunning bonsai trees showcased against a sleek black background. On the left, a dense, lush green tree with a swirling trunk and vibrant leaves. On the right, a similarly twisted bonsai with lighter green foliage, each resting on a decorative pot filled with moss, enhancing their natural beauty.

VOXIFY turns Blender Meshes to Voxels and animates

VOXIFY voxelizes any Blender mesh via Geometry Nodes, tries to keep your textures intact, and ships with animation and static mesh options.

VOXIFY voxelizes meshes while aiming to preserve color and other material maps such as roughness and metallic. The workflow captures UVs, then creates attributes so the voxel result can pull data from the original textures. If you want a drinking game: Take a shot every time we write the word Voxel, and consider your current life choices, when you play drinking games at 8AM in the morning on a Monday, when this news comes out.

The tool targets stylised voxel art renders, LEGO-style renders, game environments, and abstract motion graphics. It also calls itself non-destructive, meaning the setup stays editable as a modifier rather than forcing an immediate apply.

Two vending machines, both adorned with vibrant red Coca-Cola branding, stand side by side against a sleek black background. Each machine is illuminated, showcasing a glossy exterior and a selection of drinks visible behind glass fronts, radiating a refreshing allure.

Material support comes with a big practical caveat. The modifier cannot work with simple colour materials or multi-material objects unless you first bake all materials and colours into a single texture, then use that texture for colour transfer. The same rule applies to other maps. VOXIFY works well with 3D-scanned assets, where the look already lives in texture maps.

Import, scale, then touch the voxel size slider

VOXIFY loads into a scene through Blender’s append workflow. You append a VOXIFY collection from the downloaded file, which loads an empty mesh with the Geometry Nodes modifier. Duplicate that empty mesh per asset, then place the duplicate into the working collection for that shot.

Before you voxelize anything, two basics: apply transforms and keep object scale sensible. Applying scale uses the standard apply transform workflow and voxel size behaves like a real world control, so a tiny prop and a skyscraper should not share the same voxel size value. A very large object expects a larger voxel size value, otherwise performance and results fall apart.

Three pixelated bonsai trees in colorful pots are artfully arranged against a dark background. Each tree showcases a unique shape and vibrant green foliage, with intricate branching details and digital block structures that evoke a modern, artistic flair.

Once the base setup behaves, voxel size becomes the main artistic lever. Smaller values create denser voxels. Larger values create chunkier results. That is where VOXIFY tries to feel like a production-friendly knob instead of a one-click filter.

Viewport choices and custom instances

VOXIFY includes controls for how the result displays in the viewport versus final render, switching the viewport representation to a point cloud for optimization, while keeping a voxel look for render. The modifier also supports custom voxel shapes. Instead of instancing cubes, you can instance a user supplied object as the voxel unit. Transparent areas get special handling. The setup includes masking transparent parts by enabling a mask with texture option and feeding an opacity map, so voxels do not fill areas that would never render.

Potted bonsai tree with a user interface label reading 'Voxel Size: 0.002m' and a slider, illustrating a 3D voxel detail control next to the plant image.

Pruning, carving, and not paying for invisible cubes

Voxelization loves to create internal structure you never see, and VOXIFY exposes controls to deal with that. For transparent textures, the prune and mask controls help stop voxels from spawning in cutout regions. For solid objects, there is an option to remove internal voxels, reducing geometry that would sit inside the mesh and never contribute to the image. That internal removal matters both for render performance and for downstream conversion to a static mesh.

A striking visual of two plants against a black background: on the left, a vibrant fern with intricately detailed fronds showcasing rich green tones and subtle red outlines; on the right, a stylized, geometric interpretation of foliage formed from varied, cubic shapes in various shades of green.

VOXIFY also brings pruning – carving out a more accurate outer shape. The prune section offers two carving methods: raycast and distance. Raycast is more accurate, while distance can help keep more vxoels where you need them. Tolerance controls how aggressively that carving behaves, and it often starts near the same value as voxel size.

Static mesh output, plus the part where topology bites back

VOXIFY includes a generate static mesh option, because internal volume matters here: without volume, the generated static mesh can end up with an unwanted inner wall. Keeping internal structure can provide the volume needed so the static mesh output produces a single outer shell rather than double walls.

Four vibrant, pixelated red bell peppers with green stems, arranged in a row against a smooth black background. Each pepper is crafted from distinct, block-like shapes, emphasizing a digital, modern aesthetic.

Even with volume, a few stray points can remain visible. The cleanup uses a mesh selection workflow to isolate and delete unwanted vertices after generation. For leafy assets like a fern or a tree canopy, the volume approach can introduce unwanted voxels under thin surfaces. A distance tolerance control helps define how much thickness to assume, using a value that matches the thickest meaningful part of the object, such as a trunk when talking about trees (or strangely morphed elephants). Just give the algorithm enough thickness to produce a clean mesh while avoiding filling every thin sheet with junk geometry.

Fixed animation options for rigs and deformers

VOXIFY includes a fixed animation feature designed to avoid revoxelizing the mesh every frame. There is a contrast on an animated object: one mode voxelizes each frame, tracking the deforming shape. Fixed animation instead holds the shape of each voxel as it was first generated, while following the animation. There is a limitation when the animated object expands compared to the source mesh used for voxelization, which can produce gaps between cubes. A static mesh generation option can help close that visual gap, but at the cost of changing the nature of the result.

Fixed animation is especially suitable for animated characters, where deformation usually does not involve large expansion or compression. In practice, that makes it a tool for rigs where you want temporal stability, fewer recalculations, and less flicker from per-frame resampling.

Assembly animation, because everything must explode nicely now

VOXIFY includes assembly animation controls that animate voxels from a starting state into place. An animation factor control with keyframing it from 0 at the start frame to 1 at the end frame. It also flags a practical performance issue: changing the assembly value can be slow because the node graph recomputes upstream operations.

Animated comparison of two assembly methods: Assembly Direct and Assembly Progressive, displayed side by side.

To speed that up, the tutorial demonstrates baking parts of the setup once you stop changing voxelization parameters like voxel size and maps. The idea is to freeze the heavy part of the graph so assembly animation updates closer to real time during iteration.

The assembly system includes a speed scale control that changes how fast each voxel moves from start to destination, affecting how much motion blur you might get. It also includes randomization options to avoid a layer by layer build, plus a distribution control that projects the assembled object onto a disc and uses radius and location to change where assembly starts.

Included is a progressive assembly option that tries to assemble the connected structure first, such as building the trunk before floating branches, or whatever the morphed elephant is made of. It has settings like iterations and selection controls, and the tutorial demonstrates debugging by inspecting selection masks in the viewport using standard node debugging interaction.

All of this remains a reminder that a modifier can feel like magic, until a shot needs determinism. Treat VOXIFY like any new procedural tool: test it on throwaway scenes and verify output stability before you use it in production.

Versions, requirements, storefront reality

VOXIFY requires Blender 5.1 or higher. Superhive has three tiers: Personal Use at 8 USD, Commercial Use at 25 USD, and Studio at 49 USD. The Studio tier is “team use” for up to 5 seats. Superhive also lists render engines used as Cycles and Eevee.


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